yeah i know it of the tutorial car. but would it save some polys when the windows are just back and no interior on the car.car and the interior (cockpit.car) (just inside the car) is fully detailed as always?

just another question, whyy the xmr engine handles polygons (mostly quads, but also sometimes on triangles) a bit strange, or smoothingroups in general? best example is the doxster, in 3ds max the mesh looks smooth and clean, but exported in the editor or game it have some bumps in the mesh? why does this happen? i noticed that on other meshes too

I think the matter in the normals and maybe in the per-vertex lighting model.Try to play with the Edit Normals modifier in the 3ds max and compare the result.XMR uses normals generated by the editor. The per-vertex lighting model is not ideal but very fast.

if it loads the tdo and its invisible, the textures cant be laoded (have to be tga) the 7series looks like a gta convert, gta cars uses multimaterial, wich wouldn work with the editor. in 3ds max every texture have to be in an own material slot.